Because of some microtechnology I have put super light and light
odds
and ends by itself.
1.)Stealth Systems
A. Electronic Stealth Systems: Allowing Mecha not to be seen
to sensors. For the systems below the weight will be 50 pnds each
level,
and will take up 3levels/.5 space.
1. Sensor Jamming System: Makes you harder to see through enemy
sensors but not visual sight.
Levels from -1 to -6 each level costs 10,000 credits per level and
makes it harder for an enemy to see you. So take the level and apply it
to the opponents die roll. The drawback being they might notice that
they're
sensors are being jammed before you can attack.
2. Targeting System Jamming: Prevents targeting systems from
locking
on to you but does not stop seeing you.
Levels from -1 to -6 each level costs 20,000 credits per level and
makes it harder for an enemy to lock on to you. So do same as above.
B. Cloaking Systems: Allows mecha not to be spotted by visual
and
in some cases sensor systems.
1. Basic Cloaking: Protects versus visual only can't fire and
stay cloaked and if you fire you must wait until the next round to
recloak.
Cost:750,000 credits.Weight:200 pnds Spaces:.5
2. Active Cloaking: Provides full protection versus
visual and
mecha sensor detection but you can't fire and stay cloaked and if you
fire
you must wait for the next round to recloak. Bonuses:+3 to init
and +1 to attack Cost 1.5 million credits Weight:400pnds Spaces:.5space
Add ons to cloaking devices. Each add on will weight 50 pnds and take
up 1/4 a space
1. Spectrum Cloaking System: Cloaks from infrared, ultraviolet
and other methods. Beware this does not mean your engine trail is
masked
just the mech just the engines themselves. Cost: 500,000 credits
2. Magnetic Cloaking System: Cloaks the Magnetic
output of your
engines and weapon systems. Cost: 500,00 credits
3. Firing while Cloaked System: Allows to fire
ranged weapons
without giving your position away. Cost 1.5 Million credits
4. Combat Recloaking system: Allows you to recloak
while in plain
view or cloak immediately after decloaking without waiting for the next
round. Bonus: -2 for attackers on the next action only involved
in attacking mecha equipped with this device. Cost: 1 million credits
Package of all add ons and Active stealth will Cost: 8 million and
weight
400 and take up 1 spaces.
Note: If the package is taken, you are not totally
invisible
to the M.O.S.S. which will be discussed later.
C. Stealth System: We all know what stealth systems on todays
jets,
well its the same thing here. Very sharp edges and low angles to
deflect
the radar of enemies, with modifications to the propulsion systems and
engines to make the mecha move silent, and leave no heat or radiation
trail
thus making invisible to the M.O.S.S. which will be explained in the
Anti
Stealth Systems later on. Bonuses: +3 init and +1 to attack.
Cost:
7.5 million credits.Weight :takes up 10% of mecha weight. Spaces:0
D. Painted Stealthing: A compound that when painted on
will absorb
the radar, infrared and ultraviolet waves used by sensor systems.
Drawback
is that as the mech takes damage areas will no longer be able to absorb
the waves used in the before mentioned sensor systems. An area that
takes
30% damage to an area will make that area fade in and out of sensor
monitors
and any damage over 65% + will make that area not able to absorb the
sensor
system emitions. Bonuses: +1 init Cost: 50,000 credits each
paint
job
2.)Anti Stealth systems
A. Counter Measures Vs. Electronic Stealth Systems to counter
a sensor jamming systems
Each of the sensor jamming systems have a counter measure versus them
the cost is exactly the same as the jamming system above but for each
level
you buy you get to add the level to the modifier made by the jamming
system
itself. If the counter measure exceeds the jamming system modifier the
max bonus to hit that the counter measured mech gets is +1. (For
example
the jamming mech has a +2 sensor jammer and the enemy mech has a +5
counter
measure versus the sensor jammer type the the enemy mech gets a +1 to
hit
the jamming mech)
B. Anti-Stealth System there really are no anti stealth
systems
but I am putting the M.O.S.S. here, it really is a new sensor but I
fealt
it belonged here because if the mech doesn't have the right equipment
then
this system picks them up with no problem.
The M.O.S.S.,which stands for Multi Optics Sensory System, is a system
that scan for many things at one time, it scans the normal spectrums
(IR,
UV, X-ray, microwave, and many others) while simultaneously scanning
for
magnetic, vibrations, motion, energy sources, radiation, and thermal
heat
trails. Cost: 7.5 million credits Weight:250 pnds. Spaces:1
This system is ideal for a recon unit.
3.)Other enhancements
A. Radio and Radar Tracking System used to track the radio and
radar signal back to its source. Cost:3 million credits. Weight:250
pnds
Spaces:.5
B. Ultra Radar increases the radar of the mech using it
by 10
times the sensor range. Cost:6 million credits. Weight:250 pnds
Spaces:.5
C. Target Identifier after your locked on to a mech would
you
like to know what type of mech and who it may belong to,if thats what
you
like then this baby is for you. Cost:5 million Weight 250 pnds
Spaces:.5
Note:
This system will be loaded with mechs that the DM deems fit. I would
suggest
most mechs from the books pertaining to Earth and maybe a few of the
Phase
world books.
4.)Transformation The ability for a mech to have a different
form
and be able to change back and forth to that form. Each form after the
first will cost half the credit amount and weight 1/4 the weight.